Psychoban
Psychoban
1.0.0

3.5

Psychoban free download for Mac

Psychoban

1.0.0
24 March 2011

A Sokoban puzzle-adventure.

Overview

Psychoban brings you a deeper concept in puzzle gaming, drawing from proven classics such as Sokoban to create a unique and immersive experience!
  • Brain-scrambling puzzles: Psychoban takes you through an entirely new dimension of puzzle-adventure experience. A non-stop concatenation of challenges, hilarious situations and gorgeous visuals will squeeze you out of any remnants of sanity.
  • Insanely great interface: If you want to move a crate, just click on it and then where you want to move it! You tell Mental Dude what you want him to do, and he does it!
  • Deranged settings and environments: Make your way through six of the world's creepiest locations, and become a part of their gruesome, gore-stained history.
  • Mad quantities of levels: Sixty levels of concentrated challenge-packed puzzles will keep you hooked-in to the last second!
  • Alienating, comedy-driven story: Join the adventure of Mental Dude, his quest for freedom, the recovery of his memories and a grip to reality.
  • Lunacy guaranteed!
Key Features
  • 40 rooms in the Story Mode in 4 different settings: Hospital, Creepy Mansion, Condemned Prison and Electroshock Institute).
  • 10 additional rooms in the Temple Challenge.
  • 10 additional rooms in the Buddy Box Challenge.
  • 6 Achievements
  • 6 unlockable strips
  • Time mode and Relax mode
  • Amazing 3D levels with dynamic lights
  • Two camera modes
  • Full screen supported
  • And much more!

Requirements for Psychoban

  • Intel 32
  • Mac OS X 10.6.8 or later

1 Psychoban Reviews

Rate this app:

WordWeaver
26 August 2011

Most helpful

As an experienced MacSokoban player from years ago who completed all 50 levels after a matter of weeks, I must admit that I'm completely stymied, having just arrived in the Hospital at room #4, which is actually at the very beginning of this game. In studying the floor layout immediately surrounding the target square that is located on the top floor on the far left side of the room, I see absolutely no way to maneuver the crates in order to push them onto the target square. There are simply not enough free squares surrounding the target square. No matter what one does, a crate will end up in either a dead corner, or against the wall with no square to push from behind the crate. The game instructions are extremely limited. There is no indication regarding how to move a crate from a lower floor level, up to a higher floor level. There is also no indication regarding how to stack one crate on top of another crate when they are on the same floor level. The only thing I was able to figure out was how to slide an upper level crate across the top of a lower level crate -- a bridge -- in order to move the upper level crate to another square on that same upper level. I am wondering if playing the game on a 27" iMac running Lion offers all of the same functionality as running it on an iPad, or on whatever device this game was designed for. For example, the instructions say to "Click and drag on the screen to pan the view". I assumed that this meant to actually change the angle of view at floor level. However, using a wired mouse with scroll wheel -- I tried using two different mice -- clicking and dragging on the screen only results in moving the entire room image either up or down, or left or right on the screen. It doesn't change the actual angle of view. However, using the spacebar does change the perspective from floor level to a top-down view. I am not asking anyone to tell me how to win this early level of the game, as that would obviously ruin the mental challenge of the game -- which I obviously enjoy. From playing MacSokoban years ago, I also realize that some levels may at first appear non-winnable, until one invests more time, and uses more of his or her brain cells. However, I would appreciate a word from the developer stating that the game functions the same on a 27" iMac running Lion -- and using a wired mouse with scroll wheel -- as it does on other devices. I would also very much appreciate updated instructions which more clearly explain how to accomplish certain tasks, such as the aforementioned. And yes, please confirm that the Hospital room #4 is indeed playable and winnable on a 27" iMac running Lion. Again, I just don't see that there are enough squares surrounding the target square to maneuver without getting stuck. Thanks!
Like
Version 1.0.0
WordWeaver
26 August 2011
As an experienced MacSokoban player from years ago who completed all 50 levels after a matter of weeks, I must admit that I'm completely stymied, having just arrived in the Hospital at room #4, which is actually at the very beginning of this game. In studying the floor layout immediately surrounding the target square that is located on the top floor on the far left side of the room, I see absolutely no way to maneuver the crates in order to push them onto the target square. There are simply not enough free squares surrounding the target square. No matter what one does, a crate will end up in either a dead corner, or against the wall with no square to push from behind the crate. The game instructions are extremely limited. There is no indication regarding how to move a crate from a lower floor level, up to a higher floor level. There is also no indication regarding how to stack one crate on top of another crate when they are on the same floor level. The only thing I was able to figure out was how to slide an upper level crate across the top of a lower level crate -- a bridge -- in order to move the upper level crate to another square on that same upper level. I am wondering if playing the game on a 27" iMac running Lion offers all of the same functionality as running it on an iPad, or on whatever device this game was designed for. For example, the instructions say to "Click and drag on the screen to pan the view". I assumed that this meant to actually change the angle of view at floor level. However, using a wired mouse with scroll wheel -- I tried using two different mice -- clicking and dragging on the screen only results in moving the entire room image either up or down, or left or right on the screen. It doesn't change the actual angle of view. However, using the spacebar does change the perspective from floor level to a top-down view. I am not asking anyone to tell me how to win this early level of the game, as that would obviously ruin the mental challenge of the game -- which I obviously enjoy. From playing MacSokoban years ago, I also realize that some levels may at first appear non-winnable, until one invests more time, and uses more of his or her brain cells. However, I would appreciate a word from the developer stating that the game functions the same on a 27" iMac running Lion -- and using a wired mouse with scroll wheel -- as it does on other devices. I would also very much appreciate updated instructions which more clearly explain how to accomplish certain tasks, such as the aforementioned. And yes, please confirm that the Hospital room #4 is indeed playable and winnable on a 27" iMac running Lion. Again, I just don't see that there are enough squares surrounding the target square to maneuver without getting stuck. Thanks!
Like
Version 1.0.0
1 answer(s)
WordWeaver
WordWeaver
28 August 2011
I wanted to add an update to my previous comment, being as the mystery concerning the Hospital room #4 has been solved. Not only has the mystery been solved, but I am happy to announce that as an old MacSokoban pro, I quickly advanced through all six levels -- and 60 rooms -- of Psychoban within a matter of twelve hours. While some of the rooms were a bit challenging and required some serious thinking and planning, as I mentioned to the developer in a private email message, personally, I didn't find Psychoban quite as challenging as the MacSokoban of the early 1990's that was written by Ingemar Ragnemalm. BTW, I mistakenly stated that Ingemar's version of MacSokoban had 50 levels, which took me at least several weeks to master. I just found a version of his game -- and downloaded it -- and in actuality, while there are indeed 50 original levels, he also includes a number of other modules in the archive, which contain hundreds of additional levels. I had forgotten about these. It was actually all of these extra levels which took me weeks -- maybe even a few months? -- to master, but I eventually did. But concerning Psychoban's Hospital room #4, as it turns out, my confusion was due to the fact that I was looking at Psychoban through the eyes of one who has played many earlier versions of Sokoban on the Mac. A primary difference between those versions, and Psychoban, is that unlike Psychoban, in the earlier versions, you never leave any crates on the floor of the warehouse. Every single crate must be moved to the storage area. This is not the case with Psychoban. You can leave crates on the floor, stuck against walls, trapped in corners, etc., just as long as the required number of crates are pushed onto their target squares. In short, when I looked at the Hospital room #4, I assumed that all four crates had to be pushed onto that single target square that is located on the far left side of the screen. I assumed that when you pushed one crate onto the target square, it would disappear -- or at least something like that -- so that you could proceed to push the other three crates on there as well. However, as I said earlier, because of the floor layout, it is totally impossible to do that, which is why I was stymied, and couldn't understand how the level could possibly be winnable. If you have already played this level of the game -- the Hospital room #4 -- then you will know that once you place that first crate on the target square, the level ends, with three crates still remaining on the floor -- which is so different from the original Sokoban. While some -- not all -- of the graphics in Psychoban are well done -- the silly gore aside -- as I pointed out to the developer, there is definitely some room for improvement insofar as the dialog between the different characters is concerned. While a younger audience might find the dialog amusing, as an older individual, I found it rather silly. However, what bothered me the most was the poor grammar, and the multitude of spelling errors. This really detracts from the game's professional appearance, and conveys the idea that the game was developed by a bunch of young kids. I urge the developers to correct this situation. If you want to see how Sokoban looked sixteen years ago on the Mac, look for Ingemar Ragnemalm's version of MacSokoban on the web. The last released version is 3.0.3, and it requires a PPC machine.
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3.5

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